I have to say I adore Jump as well. As a secondary skill, I really like Steal. Steal Heart is just so useful, even if it's to stop a caster from a distance. Also, I always want to have at least one person on hand to pilfer a surprise high-level NPC human character in a random battle. Can't stand letting precious rare equipment go to waste early on in the game!

Other than that, I pretty much always have the Monk abilities as an alternate for at least one person. Chakra alone is so worth it, plus Revive and Purification really come in handy. Always have Time Magic as an secondary ability on one of my mages. I gotta have Haste active as much as possible.

*sigh* I would gladly give my left arm for a TRUE sequel to FFT. Sadly, I imagine it would be cell-shaded or 3D in some respect, and I honestly would probably dislike that a lot. I'm a sprites guy for life!

1. Are status effects supposed to persist after death, followed by revival? I had Silence for a couple turns, died, was revived, and still had Silence for at least 3-4 more turns. I should have let it run longer, 'cause it sure seemed to stay around for a LONG time. Not sure that I've experienced this before or if it's an actual glitch. This was in "Church Outside of Town" battle or whatever they call it now.

2. Again, this may be intended behavior, but I cast Corruption (Undead) on an ally and then cast whatever-it's-called (Drain MP) on that ally. I expected it to reverse-drain MP to recover the ally's MP, but it didn't. I then tried casting Corruption on myself so both the caster and target had Undead, but Drain MP still functioned as expected. Does Undead only affect HP recovery?

I forgot to mention a pretty interesting bug. It was a while ago, so when it happened might be a little foggy... It was EITHER the cutscene right after the battle when Tietra dies (when Ramza is talking to himself with the background of the big fire/explosion) OR the cutscene where you see the army of armored Chocobos in battle (again, a still scene where I believe Ramza is talking to himself)...

Anyway, in one of those two scenes, after all the text is displayed, the game won't progress past that scene for a long, long time. So much so that I thought there was an issue with the patch and the game had frozen. By random chance, I left the game running—I was about to just turn it off—while I looked online for anything about a freeze happening at this point in the game. It was something like 2-4 minutes afterwards that the game finally moved on to the save screen.

Sorry I can't recall exactly where it was. D: But it was definitely one of the two scenes. I imagine it's an issue with the amount of text being displayed between the PSX and PSP version perhaps? Something's preventing the game from moving on, and of course, pressing any button doesn't do anything. Might be severe enough to make people think the game is frozen and just shut it off. :-\

Here are a few, most of which you all will probably think I'm crazy for even listing.

1. This one's easy to reproduce, but it may not be worth even considering. If a character levels up (physical level or job level) as the very last move in a battle, the little jingle will prevent the main music from fading out as it's supposed to at the end. The music plays for a bit longer then suddenly changes to the Victory theme. Maybe I'm the only one who immediately noticed this the first time I played the game back in the day.

2. If you open a character's ability list while in battle, the music slows to half speed and the character sprites stop moving. This was on my PSP, so it's possible it's just an issue with the emulation.

3. I actually posted this (erroneously) in another thread, mostly as a joke, but it's a legit glitch I would say. Not sure how easy it is to fix.

Anyway, As a side note, if a character has a) Dual Wield, b) the Blood Sword as their first weapon, and c) low health, attacking an Undead monster (or, I presume, attacking any monster if the character also has Undead status) results in the character dying after the first attack (as expected); however, the character suddenly springs back to life for the second attack animation, though it doesn't even register with the game (it plays the sound effect as if you attacked air and the monster doesn't dodge or anything). Afterwards, the character falls back down.

Probably inconsequential as it doesn't result in any abuse (that I can think of) or gameplay weirdness. It's mostly just weird.

4. Not sure if this is intended or not, but it's possible to target a character with an item who is directly above you in a multi-height stage, regardless of the height. I tried this on the Execution Site map and had my Time Mage use an item on my Dragoon who was standing several levels directly above the Time Mage (under that archway). For the life of me, I can't recall if Item has any height restrictions anyway, but it seemed unnatural.

EDIT: Crap. Sorry, I realized most of these probably are in the wrong thread. My bad. I didn't even notice the other threads for text glitches...

Hey there! I had a few glitches/bugs to report. Sorry I can't provide screenshots as I'm playing this on my PSP! Nevertheless, the glitches are pretty obvious and easy to reproduce (well, mostly):

1. The "Critical: Recover HP" reaction ability has some text display glitches. In both the Monk's Reactions ability list as well as the general "choose a Reaction ability" list, the "C" looks like it's cut off at the beginning. When this Reaction ability is set for a character, the "C" looks fine, but the "P" doesn't display at all (e.g., "Critical: Recover H").

2. I can't recall exactly, but at least one of the strings of text used to report the results of a side mission (or whatever they're called) runs past the right edge of the dialog box enough to be noticeable. (Sorry this one is kind of vague.)

3. The WARNING dialog for a character whose Faith is getting too high seems to be wrong. It's something like, "I'm afraid to die!", which I believe is supposed to be used instead for low Bravery.

4. The name label (i.e., the red text for the character who is speaking) for the WARNING dialog is cut off very short. I had a character named "Shannon", but it only displayed "Shan" for that dialog.

5. At least two of the Monk ability quotes are duplicated (e.g., something like, "My anger rises by the second!") for different skills.

Overall, everything is working out great! I'm starting Ch. 4, but I'll keep track of any other things I notice (if it's helpful). Again, sorry for the lack of screenshots. :-\

As a side note, try attacking an Undead enemy with a character who has Dual Wield, whose first weapon is the Blood Sword, and who is near death. Ramza just wouldn't quite give up after the first swing!

...I didn't realize that the WotL did away with the spell quotes. I'd say it'd be best to either rewrite them (I'd love to do this, actually! ) or get rid of them completely. I find the super-fast quotes that you can't even read to be a little distracting.

Hello everyone. My name is LucasTizma (though I go by Michael Potter in the real world).

I'm a long-time Final Fantasy Tactics fan—indeed, it's my favorite game—and the recent (if not disappointing) ports of this wonderful game in recent years resparked my love for it. I'm probably not nearly as hardcore as a lot of you guys are, but I adore this game with all my heart. I've played through it four or five times, and I listen to the OST very regularly. As far as I'm concerned, there hasn't been a true sequel to this game, so it's all I really have from the series.

Just the other day, I thought to myself, "You know what would really be amazing? If someone took the new localization of FFT from the PSP version and patched the PSX version with it." Lo and behold, I found this site! I'm super excited to start going through all the threads and hacks this community has created, and it's great to know that such a strong fan base for this game still exists.

I was deeply saddened by the pathetic job Square Enix did with the PSP and iOS ports of this game. As a matter of fact, I couldn't even finish the first battle on the PSP version. The slowdowns weren't even the worst part to me. It was the bastardized sound effects. Sadly, as I expected, SE did the same crappy job with the iOS port. Even on my iPhone 4, the speed of the game is inconsistent. Worst of all, of course, is that they used the same terrible sound effects from the PSP version, so it's a no-play for me. :-\ The music and sound effects are 100% part of the FFT experience for me, so without it being just like I remembered on the PSX version, I can't tolerate it.